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Project Slaanhatten


Slaan

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Wow this mod looks amazing! Is it good for a survival play-through? I Quickly tried this morning with the compo-pack and the city looked brilliant, however there wasn't many zombie spawns in the city (didn't play for long), have they been implemented? Or should I wait until I play with this mod. If not, should I also add the sewer/subway mod you have created for my play-through? (looks great as well!)

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Wow this mod looks amazing! Is it good for a survival play-through? I Quickly tried this morning with the compo-pack and the city looked brilliant, however there wasn't many zombie spawns in the city (didn't play for long), have they been implemented? Or should I wait until I play with this mod. If not, should I also add the sewer/subway mod you have created for my play-through? (looks great as well!)

 

Theres no reason not to have the hub somewhere in your game world just for the extra variety, however I did notice myself that in A14 there does not seem to be a lot of zombies within it. Further down the line when it's a bit more fleshed out I'll be adding some entity spawners, the main reason they are not in now is a lot of the layout *might* change in some shape or form as I add new areas/come back to old ones and I would constantly need to re-address the locations they were placed at through each release (and remember where they all are!). The project hub is still very much a WIP, a solo survival play-through might be made a bit easier with the lack of zombies and amount of lootable prefabs but on a PvP enabled server with multiple players/groups to contest the resources I think It's good enough to use in it's current state.

 

As for the sewers/subway system, defo try that one out bud. They can have quite a big impact on the city gameplay and imo they add a lot to the city environment. I know Magoli did mention the new version will be implemented in the next compo pack release, or if you want to go heavy on the cities there's the mega city pack that stallionsden put together (I believe he has the slaanhatten hub in there too). If you prefer vanilla the new sewer system works perfectly (only one maybe two prefabs have clipping issues) and is very simple to add.

 

Glad you like the mods tho, feedback is always good to keep pushing them in the right direction so feel free to add any other issues or preferences that might pop up as you play through them!

Edited by Slaan (see edit history)
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absolutly awesome work. Thx for you hard work on this and the Subway City Blocks. I love this.

 

I have added some static Entitys in the City Prefabs, so can i use the Slaanhatten for the Hub City at 0,0

 

unfortunately have Frame Drops in the City, but i think the lights are the Problem. The Compopack has the same Problem...

 

I can´t wait the Slaanhatten is Final, is a big Project, thx again for the great work.

 

I hope you understand my bad English, sorry for that, but i must post a message for your great work ;)

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  • 2 weeks later...
absolutly awesome work. Thx for you hard work on this and the Subway City Blocks. I love this.

 

I have added some static Entitys in the City Prefabs, so can i use the Slaanhatten for the Hub City at 0,0

 

unfortunately have Frame Drops in the City, but i think the lights are the Problem. The Compopack has the same Problem...

 

I can´t wait the Slaanhatten is Final, is a big Project, thx again for the great work.

 

I hope you understand my bad English, sorry for that, but i must post a message for your great work ;)

 

Thanks for the kind words!

 

For those who are interested, a

is up showcasing whats been going on in the project since alpha 14!
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Thanks for the kind words!

 

For those who are interested, a

is up showcasing whats been going on in the project since alpha 14!

 

absolutely great stuff Slaan.

 

Feel free to use anything i have added to the mega city to if you like. For example I have cut up Periston and Dieresville and added them in as rural/wilderness mini hub precincts/ Like dieresville is cut up into 2 rows of houses and then i cut them in half again as seperate pois.

 

https://7daystodie.com/forums/showthread.php?40106-Precincts

 

maybe could throw in a shanty town here and there as well. look like some survivors set up a base that got over run in there type thing. But looks like it is coming along nicely and cant wait for the next installment :-)

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absolutely great stuff Slaan.

 

Feel free to use anything i have added to the mega city to if you like. For example I have cut up Periston and Dieresville and added them in as rural/wilderness mini hub precincts/ Like dieresville is cut up into 2 rows of houses and then i cut them in half again as seperate pois.

 

https://7daystodie.com/forums/showthread.php?40106-Precincts

 

maybe could throw in a shanty town here and there as well. look like some survivors set up a base that got over run in there type thing. But looks like it is coming along nicely and cant wait for the next installment :-)

 

I'll defo look into some of those prefabs, I had intended at some point to dive into navezgane and see what could be ripped. Things like shanty towns etc will be added at some point, on particular idea I'm toying with atm is to leave that stuff until the foundation of the hub is set then dedicate a full release, apocolypse now edition or something like that where I focus on nothing but wear and tear/damage/blockades/car crashes etc.

 

I'm trying not to go too mental with traffic atm, I have my fingers crossed we'll see some other form of lootable vehicles, but even if we don't get them I think that is something I might like to mod into the game myself to learn some new stuff.

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I'll defo look into some of those prefabs, I had intended at some point to dive into navezgane and see what could be ripped. Things like shanty towns etc will be added at some point, on particular idea I'm toying with atm is to leave that stuff until the foundation of the hub is set then dedicate a full release, apocolypse now edition or something like that where I focus on nothing but wear and tear/damage/blockades/car crashes etc.

 

I'm trying not to go too mental with traffic atm, I have my fingers crossed we'll see some other form of lootable vehicles, but even if we don't get them I think that is something I might like to mod into the game myself to learn some new stuff.

 

The possibilities are endless as long as tfp stop changing things ya'all figure out lolz

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  • 4 weeks later...

Cheers dude, like I said in the vid, after using the hub for a multiplayer survival game I really started to realise how 'little' there actually is so while things like the sewer will see some more work very soon I'm switching the focus to fleshing out the hub for this next version to try and keep it a bit more playable.

 

On a side note entity spawners are still not on the menu at this stage but I am thinking on good ways to get them in there and also open to suggestions/ideas people may have.

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Cheers dude, like I said in the vid, after using the hub for a multiplayer survival game I really started to realise how 'little' there actually is so while things like the sewer will see some more work very soon I'm switching the focus to fleshing out the hub for this next version to try and keep it a bit more playable.

 

On a side note entity spawners are still not on the menu at this stage but I am thinking on good ways to get them in there and also open to suggestions/ideas people may have.

 

Yeh i have it in in the mega city. And always love going thru it. The school and chernobyl would be great additions to it. And i would think a prison to would go well.

 

I have the city hall to from periston in navez to if you wanted it. Its quite a nice building actually. I can send to you or your welcome to grab from the mega city.

 

Also thinking maybe under the highways some parks and maybe a market sort of thing would go great there to. But cant wait for next release for sure. Keep up the great work

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Just took a look at this on my own game for the first time, this is freaking !!!AMAZING!!!

would you mind if I try to integrate that in the Headbangers mod????

allready got the Casino at the "empty" space near the Bridge in .....

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Just took a look at this on my own game for the first time, this is freaking !!!AMAZING!!!

would you mind if I try to integrate that in the Headbangers mod????

allready got the Casino at the "empty" space near the Bridge in .....

 

More than welcome to m8, I'd love to see some pics of what you done with the casino as I'm more than happy to integrate things that people have added themselves.

 

As for the 'empty space near the bridge', there's four bridges in total, I'm gonna throw a guess that you mean somewhere on the south side of the river which is (in my version of the hub) a giant building site atm so even if you have built up and area that I'm currently working on myself I can still salvage what you have done and re-locate it to another spot (if needed).

 

I'm expecting to finish up the school area later on today or at least take it to a playable stage then after some (more) rotation corrections and minor fixes I'm gonna update the changelog/grid maps etc in the project folder and push out the first 0.4 version.

 

I think people will really start to enjoy the hub from this version, there were a lot of issues that cropped up with my survival play through and I've really pushed to fill out the empty spaces instead of cracking on with the more detailed builds so all in all this release will be massive in terms of prefabs added when compared to whats in there atm.

 

(I think there's in the region of 60ish new buildings)

Edited by Slaan (see edit history)
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yeah exactly the spot I choose..... but I just played a bit around :chuncky:

 

your work is realy amazing and the way how you get the prefabs in is also very nice :) was fighting a lifetime with this rwg mixer, now I could just place the prefabs wherever I want into the city. :applause:

 

also made a short video to show you what you could do with custom deco blocks

 

https://www.youtube.com/watch?v=Kh7zO7v3lbY&feature=youtu.be

 

so much thx for this awesome mod!!!!

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yeah exactly the spot I choose..... but I just played a bit around :chuncky:

 

your work is realy amazing and the way how you get the prefabs in is also very nice :) was fighting a lifetime with this rwg mixer, now I could just place the prefabs wherever I want into the city. :applause:

 

also made a short video to show you what you could do with custom deco blocks

 

https://www.youtube.com/watch?v=Kh7zO7v3lbY&feature=youtu.be

 

so much thx for this awesome mod!!!!

 

Theres some really nice things going on in that video, as I mentioned in the comments there, at the very least I'd like to incorporate some custom vehicles/blocks into the hub, variety is the spice of life after all and even if they give regular car loot/parts it would really help break up the repetitiveness that plagues the city atm.

 

In the short term the hub will stay vanilla, but further down the line I think it's gonna be hard to resist the temptation of using some custom blocks/builds. StompyNZ's project I'm hoping can be used to make some kind of master custom blocks xml file, even without using SDX to bring in the funky stuff there's a lot of xml modded blocks and tools that are really useful.

 

Those nuclear exhaust funnels are probably the best attempt I've seen yet (they are round!), and although a lot of those builds shown seem a bit rushed/empty, I'm guessing they were more of an example of what 'could' be done.

 

I'm gonna reintroduce the concept map back into the project folder for the next release, it will basically outline my current thoughts/plans for the upcoming version and although it's never a set-in-stone job it would at least give people a heads up when it comes to adding things themselves being able to see the potential areas I'm working on myself.

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Updated first post dropbox link...

 

Enjoy v0.4.1 , I'll shoot a new video tour later for those interested.

 

I'm thinking v0.4 will see a couple updates before it's nearing completion, the sewers are still the main feature for this release and I'll be working some more on them 'soon'. In the meantime I've included a concept map, the main prefab grid map has been updated and approx 60 new buildings have made it into this release (thanks for the subscribes!) so while the hub itself is far from complete, I consider this to be a rather substantial addition, defo worth checking out.

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Hey slaan, I'm working on some large bandit encampments that could probably find a spot in the city :)

 

The current build I'm working on is on a vanilla server so it won't be a fast process.

 

I have plans for a mod based heavily on custom prefabs and quests, probably build on top of valmod. There's also the medieval project which I will get to before much longer as well, both of which will make extensive use of custom blocks in prefabs. My project will help a lot with that but I still need to find the time to finish off some bits of the code :)

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Theres some really nice things going on in that video, as I mentioned in the comments there, at the very least I'd like to incorporate some custom vehicles/blocks into the hub, variety is the spice of life after all and even if they give regular car loot/parts it would really help break up the repetitiveness that plagues the city atm.

 

In the short term the hub will stay vanilla, but further down the line I think it's gonna be hard to resist the temptation of using some custom blocks/builds. StompyNZ's project I'm hoping can be used to make some kind of master custom blocks xml file, even without using SDX to bring in the funky stuff there's a lot of xml modded blocks and tools that are really useful.

 

Those nuclear exhaust funnels are probably the best attempt I've seen yet (they are round!), and although a lot of those builds shown seem a bit rushed/empty, I'm guessing they were more of an example of what 'could' be done.

 

I'm gonna reintroduce the concept map back into the project folder for the next release, it will basically outline my current thoughts/plans for the upcoming version and although it's never a set-in-stone job it would at least give people a heads up when it comes to adding things themselves being able to see the potential areas I'm working on myself.

 

put a bit time in deco vehicle blocks.... all the models are free avialable and for free use..... think you could get a "bit" life into the city with them

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put a bit time in deco vehicle blocks.... all the models are free avialable and for free use..... think you could get a "bit" life into the city with them

 

They look mint, exactly the type of stuff I'd be looking for. But like I mentioned, although I could fill the hub up with all these things, getting people to test/feedback is hard enough without requiring a separate download just for custom assets. There are a lot of empty spaces/park areas and barren roads within the hub, but once I decide to roll with custom blocks actually updating the relevant areas will not take long whether it's scattering traffic around or updating little parts of buildings or even adding big/new builds.

 

Theres a lot of thought goes into the planning and layout, far too many things are potentially a temporary foundation and first and foremost I need to be able to crack on with the hub itself without having to wait for third party tools/mods to be updated bewteen versions (probably my biggest turn off with sdx, i get sweaty palms just knowing the ball ache I'd have without hal's prefab convertors). There is a gigantic amount of build time left to take the hub to what I would call 'basic completion' and until that point (unless i get bored) I won't really focus much on beautifying as that sort of stuff is best done when you can take a step back and see the bigger picture.

 

I hope you don't think I'm idly dismissing the work the SDX team has done, my OCD just won't allow me to take on more side projects until the city foundations are firmly set.

 

On a side note, I think our live server may be moving over to headbangers soon so maybe things will change a bit when bigc90210 forces me to use SDX just to play!

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They look mint, exactly the type of stuff I'd be looking for. But like I mentioned, although I could fill the hub up with all these things, getting people to test/feedback is hard enough without requiring a separate download just for custom assets. There are a lot of empty spaces/park areas and barren roads within the hub, but once I decide to roll with custom blocks actually updating the relevant areas will not take long whether it's scattering traffic around or updating little parts of buildings or even adding big/new builds.

 

Theres a lot of thought goes into the planning and layout, far too many things are potentially a temporary foundation and first and foremost I need to be able to crack on with the hub itself without having to wait for third party tools/mods to be updated bewteen versions (probably my biggest turn off with sdx, i get sweaty palms just knowing the ball ache I'd have without hal's prefab convertors). There is a gigantic amount of build time left to take the hub to what I would call 'basic completion' and until that point (unless i get bored) I won't really focus much on beautifying as that sort of stuff is best done when you can take a step back and see the bigger picture.

 

I hope you don't think I'm idly dismissing the work the SDX team has done, my OCD just won't allow me to take on more side projects until the city foundations are firmly set.

 

On a side note, I think our live server may be moving over to headbangers soon so maybe things will change a bit when bigc90210 forces me to use SDX just to play!

 

agree on all points here. even up to now the work youve put into SH is staggering and it really shows. we should probably give HB and SH a run on the test server to see how they go hand in hand. its very tempting though to go down the custom model route. i mean, who doesnnt wanna see a las vegas style "welcome to slaanhatten" sign? ;)

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